Well, hello there, hi… Yes you! Welcome, welcome, come on in… Take another step closer - surely you can't see from way back there. Right then, you aren't quite in the same world you just stepped out of anymore. You are now entering Amy Town! Yes, it is original I know, but why call it replica watches uk anything else when it was created just for me? It is a place full of shops of what you may consider rubbish because yes, these are in fact shops full of things that your money can't buy. Collections of objects that evoke my memories and feelings but nothing fancy, just what I want, when I need it. The shopping experience that Amy Town offers is truly particular, don't forget to stop by my very own bank along the way and pick up your pounds because I welcome you to join me on my tour of this wonderful town.

Initially for my project I focused on the British High Street, researching it's history and also changes in architectural features over time but gradually my project became more about what was inside of the shops. Influenced by a visit to Jonny Hannah's Main Street exhibition, I began to come up with my what I consider to be the perfect shops to go in a perfect place. My very own utopia.

From a fragrance shop that sells bottled up smells of things that either trigger particular memories for me or bring me happiness to a clothes shop that rolex replica
sells my favourite clothes that I left behind from my childhood to a bank with my name and an illustration of my face on the money - I have tried to build a surreal experience based around my life, my experiences and my history. Each shop has been carefully considered from the contents, to the message behind it, the name, colours used, descriptions and my main focus the illustrations. The style I have worked in is replica watches
quite unconventional as I have intentionally done things to look different, unpolished and even messy to give the town a quirky and outlandish look. I gave my style the name of 'bad art' and so even down to the positioning of the boxes I have put thought into fixing them to the wall at different heights making it look higgledy-piggledy.

As I have become so absorbed in this personal response and focusing on what is important to me I feared my work could appear to the viewer as egotistical so I made the conscious decision to present my work for the exhibition in a way that invites the viewer to interact with my shops and take a second look to find extra details. I hope they are intrigued and began to question and consider what they would consider to be there perfect place - their own utopia.

What is your definition of a better life? What is "a better life"? Many people just have enough to get by; others strive for the best, the newest and the latest. I wanted to make an installation that reveals the different lives of people in the two countries that I have been in and experienced personally. It has been a long time since I visited the Philippines; my birth country where I lived for about 10 years. I then travelled to England to follow my mother with the whole of the family. In this project I journeyed back to the Philippines to tour the place and meet relatives after 9 years of living here in England.

The concept is to show the differences of the two countries that I've lived in and create a piece that reflects the main themes that the two countries have. I took the themes of poverty, order and chaos to reflect the two countries together into an installation on a house. A house is a universal object, it is a home and a shelter for people to be in and live in. Even the poorest of the poor in the Philippines live in a place where they call 'home'. I decided to make a representation of the poverty that is currently a major issue in the Philippines and based it against the orderly life here in England where even the people who can't afford many things are still given a home and a place to live in. Everyone has a choice in life whether to stay as you are or pick yourself up and strive for the better life that you want. In the end it comes down to you. Some people are happy with just getting by and having their family with them. Others have a good life but desire more and better things. With this installation I have tackled the ethics and morals that the two countries have; these are reflected in the people who lives in it and what they do to/for their country.

After 9 years, going back to the country that I had negative opinions of- my misconceptions have changed about the Philippines but it still had its faults. I enjoyed meeting my relatives back but the way of life there has not changed; it was still the similar that what it was 9 years ago. I found many faults but at the same time also many good things about the country. I started to compare things that England and Philippines have to offer. I picked out the two main things that stand out when the countries are mentioned and created the house installation.

I've learned many new skills and explored more in-depth for the concept during my final major project. I have also learned to do extensive research and planning before creating the final piece. I was an artist that simply created work impulsively and just do work based on the visual piece within my head rather than to plan it.

I was highly influenced by the Danish avant-garde drama film, "Dogville"- I was very inspired by the minimalistic style, conjured out of chalk outlines on the floor along with stark stage effects. There's nothing, there weren't any walls, nor any trees or enclosed physical structures. The house was ergonomically built and suited to my height and preferences. I took this idea and created my house with minimal design inside and only the wire frame or the outline of the objects rather than making the actual furniture and filling in all the walls. Instead I kept one wall, sofa, coffee table, small kitchen table, kitchen chair and the kitchen counter. I love the ambiguity of the film and the effect that it gave my piece. However the outside where the wall represents the poverty and the disorder of the Philippines; it was done randomly and I tried to create a similar environment from secondary images of poverty in Philippines and also from my first-hand experience of being there. My family are not rich in the Philippines, even my mother strived for better and sought to live overseas to achieve a better life for her and her family. This reflects the two worlds that are represented in my installation piece.

"Self-consciousness is the enemy of all art, be it acting, writing, painting, or living itself, which is the greatest art of all." My piece is based on social anxiety and my aim is to communicate the feeling of anxiety through materials, texture and paint. I was inspired by artists like Wyatt Mills, who creates work structured on the idea of the mind. His style of painting is created by wanting it to scream and reach out at the viewer. Being packed with emotion because he wants to depict this modern day anxiety we all have. For my starting point I wanted to work with materials such as charcoal, taking advantage of how easily it can stain a surface and leave prints and marks. I created a range of portraits from characters known to show social anxiety and through charcoal, acrylic and ink. I tried to highlight the fear and emotion by creating gestures, marks and shadows, all working together to depict the anxiety held within the person.

Inspired by Valerie Hegarty who works with different textures creating scenes of destruction and distress. From this I had the idea of creating works where the surface I was working on, like canvas or paper would represent the person, while the paint and materials I used would represent the anxiety itself. Building textures and layers that would soon weigh down the surface and empathise this idea anxiety can have on a person and the damage it can do. Inspired by the artist Kieta Nuij I then created experiments, exploring with plaster and different fabrics. This really helped me to understand how the plaster worked and what type of materials it worked well with, compared to the fabrics what didn't. It allowed me to get used to working with timing and how to handle the plaster when making it and then before it set.

For my final outcome I wanted to have more of a personal approach to my work, becoming more in depth with my theme of anxiety. I have created three large scaled figures, sculpted from wood, fabric, plaster and paint and to go with them I have made three wall pieces made from plaster casts. Each sculpture and face is a representation of someone I know personally who has social anxiety. I've worked with height, colour and texture in each piece, to build a sense of anxiety on three different levels. The first sculpture and face is presented on quite a high level, with bright colours to communicate a more subtle level of anxiety, the idea that it's quite hidden. While the final sculpture and face is contrasting to the first, on a lower level with dark colours of green and black and I worked into the plaster more, creating more marks and chips.

In my pathway project I photographed places which may not have been considered on a day to day basis. I set my last project around the word 'Derive' which means to drift aimlessly through whim to find an unexpected place. For my final major project, I wanted to take my previous project further by photographing the people and their relationship with their associated place. During my randomly chosen places, I visited Spike Island where I found the Catch 22 Cafe. At first

I was unsure as to what I would find. However, I returned to the cafe almost twice a week where I started to gain knowledge of the place and find out what their intentions were for the cafe. I started to bond with these people and gained more information about their personal lives and how they feel about the cafe each time I visited them. Catch 22 Cafe is a small enterprise which is ran by the Catch 22 charity. The enterprise supports young people who

have additional needs to gain real life work experience. It is not for profit and is there merely to keep the cafe open and improve young people's experiences. Throughout this series I have documented the staff at the cafe and presented in a photographic form.

My aim in this piece is to explore 'The effects of social media on society'. I wanted to look into this new society and new way of life that has been brought about by social media and how it's completely changed life as we knew it. I was interested in how now that social media exists people are becoming increasingly less social physically and very introverted with concerns that many people probably did not have years ago before social media. People have become obsessed with this new life style of 'who's following who?', 'how many likes did they get' and how many 'matches' they get on tinder. I think it's also encouraging a lot of vanity and at the same time insecurity within people. All prints used in these garments are representative of what someone thinks represents them self then translated into emoji icon language. Because the whole project is digital and based around the internet I have created an Instagram page to display my final major project digitally. As well as my collection I have also promoted and styled the garments in a fashion shoot displayed on the Instagram page, please go take a look @isabelle_designs.

When does noise become music? Although there are rules and theories and varying opinions about pattern and structure, at its most basic definition a piece of music is just a pleasing sound. So is it just a matter of opinion as to what makes a piece of music? How easy is it to create your own?

For my project I looked back at the early history of American Blues music and how people in terrible situations found ways of creating their own music and instruments as a way of expressing themselves, sharing their experiences and vocalising their despair. Inspired by this I decided to build my own instruments from found objects, not being in a position like these early musicians I saw my work as more of a tribute, trying to keep the same 'do it yourself' spirt but applying modern methods of building and manipulating sound with an all-round more experimental approach. Along the way I explored various genres of music and brought together a range of research from musicians and artists to different technologies. I collected sounds from my working environment and experimented with them to create a soundscape. This led me down another path, paying as much attention to the audio elements of my project as I was doing to the physical building of the instruments. More in depth research and feedback from both my peers and tutors led me again to a new area, the visual side. Creating visual artwork from my own audio work. I went straight into experimenting with hand drawn pieces, listening to a song and drawing out each instrument and sound as a different shape in a different colour, experiments in automatic drawing involving other people listening to the same music and drawing freehand shapes and lines that they felt matched it as well as some small experiments with putting paint on my fingers and tapping along to a rhythm. I got more technical when I looked into spectrograms and soundwaves, the actual interpretations of what sounds look like when run through a computer, using these images within collages. I now had three interlinking elements for my final piece, I just had to complete them and bring them all together as best as I possibly could. I finished my instruments to a high standard, using colour to link them, I also recorded sounds of the instruments being played and manipulated them, combining them in one final soundscape with my found environment sounds and then refined my spectrogram collage work to be displayed alongside.

Overall I am very happy with my final outcomes, three separate pieces all coming from one common point. I had some failures along the way but managed to resolve them all and have them work in my favour. This has led to my final project not being what I had envisioned at the start but I embrace that, it shows my learning and development throughout this final major project and the unpredictability of my work. I got more and more interested in it as I went along, seeing new directions to go in and always finding something new to experiment with.

After The End. The concept is that in the year 2054 the world was devastated by a nuclear World War that has left the planet a baron wasteland of sand and ruins. Earths planetary rotation has been altered due to the massive blasts and now spins in a way that allows very few hours of daylight. Due to this the creatures have mutated and evolved to depend heavily on sound and smell for hunting and navigation. The People that are left are few and far between and are no longer the apex predators on planet earth. They take shelter in complexes that they have been built out of found materials from the previous civilisation, so that they can fortify and survive in this new world that they live in.

Due to the constant greed of man and the everlasting want for more power, technology had greatly advanced and with it, so had the tension between the world's superpowers. This eventually caused more and more problems as each country was fearing that they may be attacked by another. Aside all of their feuds and broken alliances they all came to the same decision… that the only way that they could be sure of their own safety was to eliminate all other threats. The war broke out and a global nuclear catastrophe took place which very almost lead to the fall of mankind itself. Now all that remains of earth is the broken cities, scorched deserts and baron wastelands where barely anything grows because of the remaining radiation.

The massive amount of nuclear warheads that were detonated has caused the earth's orbit of the sun to change, meaning that now there are only 2 seasons and roughly 20 hours of darkness per day. This has caused animals to rely greatly on sound and smell to hunt rather than sight.

The remaining humans are either evolved to survive in the radiation or mutated because of it… As are the animals that now reside in the new, hostile, environment. Humans have become the prey of many of the new mutated creatures that now roam the plains and have become scavengers. Being resourceful isn't enough in this new world, humans have to stick together to survive and to do this the build compounds out of anything they can find and fortify them as best they can. Just a day in the life, after the end.

My client based project started out as a series of portrait and lifestyle prints, to be featured in an online look book, and catalogue. After extensive experimentation and research, the project started to take two routes, one of which included a series of advertisement shots for my client, and the second being consistent of experimental portraiture and lifestyle images for my own exhibition output. My client is happy with the images I have provided him and his brand with, however I didn't feel they were suitable to exhibit in my final show on the Art Foundation course.

I started to produce images that I felt displayed the advertisement in a more creative way, and a way that could be viewed both artistically and as creative advertising and branding for Monolith Skate Co. After using both analogue and digital mediums of capturing images, I decided that digital and post-productive methods would work best for the type of work that I wanted to produce, however I encountered a problem when it came to displaying the images. My desired method of display included slide projectors, on an automatic timer (inspired by Jordan Baseman), however I would have to produce slide images from a

digital camera. After researching every possibility I decided to print my images onto acetate, allowing me to use them in the slide projectors.

In conclusion, the images shown in my exhibition are a more artistic and experimental way than the images provided to my client. Using more adventurous and analogue methods of production and output.

Over the course of these weeks I have been responding and reflecting upon the production of large amounts of standardised products which are produced within a short period of time. I have evidenced a range of artistic and other influences who assisted me when working towards my final pieces. Chanel SS16 and Arts and Crafts movement have been a substantial influence for my FMP, by funnelling my ideas to focus around natural resources and nature.

After a range of experiments and fabric manipulations, I created hand and computerised patterns using the natural theme. By creating hand printed patterns and Photoshop edits highlights my concept of Mass Production. It enforces the differences and similarities between them both, such as the time taken to create each pattern that I made. I printed a flowered pattern on a meter by meter piece of fabric which in total took approximately two hours and 15 minutes which was significantly longer than the time taken to create all Photoshop lead patterns. If I was to do the hand printed patterns again I would use fake flowers instead of real ones, however by using real flowers it enforces my concept of having “imperfect” clothes by the dress that I created having noticeable faults. As well as the patterns the hem like around the neck intentionally wrong and messy, I wanted to create subtle mishaps enforcing my anti-mass production theme.

In my statement of intent I mentioned improving construction and tailoring skills, I have achieved this by creating an oversized jacket. After a series of fabric manipulations and gathered relevant photographs I created my oversized jacket. It was technical and challenging for me, it pushed my creating abilities fully. I do not think that if I was to redo this project I would not include the jacket as I feel it is my weakest piece out of the three garments- even though it is more technically challenging for me I think it looks out of place in my exhibition because it is the most wearable and ready-to-wear like piece. Or if I was to do the piece again I would exaggerate elements of the jacket more, such as the sleeves, the collar or the length of the jacket itself to make it more of an art piece rather than a fashion garment.
The second garment that I made was a knitted jumper, featuring a regular size 8 torso, however the sleeves are three times the length of the body. I decided to do this as it focuses on my project’s contrast of ready-to-wear fashion, and how it depletes meaning and thought behind the garments that are produced. I decided to knit this garment, as knitting is something that takes time and effort, and it easily shows flaws and mishaps throughout the production, this gives my garments some sort of narrative or story, rather than a jumper that someone could go out and buy. If I were to redo the jumper, I would look into using different wool types, and different sizes of needles, to produce varied outcomes.

The third garment, is a long dress, featuring a hand-printed flower pattern. I started this garment using 2 long strips of calico and altering the college’s template for a dress. I altered it in a way that would make it “un-wearable” so that it would fit in with the rest of my garments. I then hand printed the flowers, for a similar reason to that of the knitted jumper. Hand printing would be in-perfect and it would show flaws, which in effect, would give a story or narrative to the dress. If I were to do it again, I would possibly look into adding detailing to the dress that could make it more complex, or maybe look into varying the flowers that I used to print.

In conclusion, I feel that this project has prepared me for my move to higher education, I think that if I were to go on to university without completing this course, I wouldn’t have been prepared, and definitely wouldn’t know what to expect. I feel that I can work more independently and adapt my ideas and concepts to the brief I have been given.

We live in a society where people are obsessed with what others wear. What is the individuality in fashion? Through social media and high street stores, we have lost originality. How are we meant to be ourselves if we get told through the media and the industry what we should wear? I want to explore how people can subconsciously follow the crowd without realising it. My aim throughout this project is convey how the fashion industry is making clones out of the general public and telling people what to wear and how to wear it. My main influence was a visit to the Satchi gallery

in London at the 'Champaign life' exhibition with a painting of Kanye West and Kim Kardashian, with the poorly copied plastic sculpture of Minnie Mouse by Julia Wachtel. It conveyed a culture drive society lust over celebrities and how upside down their lifestyle is. This showed me how much an impact celebrities have such an impact in the fashion world which then related to how people have lost the originality. As I want to look how people are influenced through fashion through celebrities. Throughout my project I worked with styling to

create the celebrity look, taking everyday people and giving them the celebrity aspirations. Garments have been selected, items adapted which have led to a series of picture creating a look book using myself as the model to convey self-obsession with the fashion industry. I've looked at how different people wear clothes and what influences their fashion. I created an installation piece to resemble people's obsession and influences of celebrities, a tongue and cheek approach to celebrity endorsement.

Using the term 'Outlines' in both a literal and metaphorical sense, I wanted my work to bring to light the potential of fabrics that are usually discarded into landfill. Many people would not see beauty or the creative possibilities in old curtains, table cloths, old clothing, or even upholstery, but for me I believe there is always a hidden beauty. When researching what goes into landfill sites, I was lead to believe that most, if not all fabrics were filtered out to be recycled, however upon deeper research and eventually a visit to a landfill I found the problem to be much greater than I imagined. It's all too easy for fabrics to be disguised in dirt and bin bags, making it difficult to be filtered out. In order to send across my message I wanted to take the imagery of the fabrics that inevitably end up in landfill, and translate that into a thing of beauty – a garment that looks beautiful and glamorous. I used mostly found materials, amongst items that people would normally not consider recyclable (such as table cloths and curtains) as these are normally discarded as useless once they have become 'outdated' or old or tatty. To bring forth the element of outlines literally, I manipulated the fabrics to create similar shapes to crumpled up, dirty or ruined fabric. Through layering and attention to detail I created depth and texture by contrasting delicate fabrics with heavy ones, whilst also using colour for highlights, shadows and details. Keeping the figure I photographed in black and white allowed her to become a real-life mannequin, which avoided removing attention away from the main element of my work – the garment.

To ensure I removed any unjust destruction of perfectly good fabrics, I made sure that the fabrics were not cut up or ruined, and if they were by mistake (through removing them from the wall during experiments) I made sure to include this in the final outcome; rips would become details and opportunities for intertwining other fabric. I was not particular and didn't plan any of my wall pieces, I found that working instinctively with the materials and my own ideas allowed for me to concentrate on the details created using just the fabric itself; how it moved, the weight and the textures played their own individual part.
Upon self-reflection, I think I was initially over ambitious with my idea, and as my work progressed my intentions moulded and changed to fit my time scale, budget and ideas. Time restraints and a lack of budget interfered with my aspiration to create a wearable garment, however with more time I can use this fabric collage to transfer the design elements into a 3D gown. As my work stands, I am proud of the details and impact I created with untarnished fabrics and a staple gun.

In this year's foundation course I studied the 3 main areas at the beginning of the year and chose which area I wanted to specialise in for my final major project, since completing my level 3 in the fine art groups I was put forward this year in the area to continue my FMP.

Initially at the start of the project I had no idea what do, I looked into artist CLANG a contemporary artist and photographer who did a project on time and place, I became really interest in the idea of time and how we can measure time using different ideas, sources and materials. I began to look at growth and thought about the human body, I began to take photographs of a beard growing over a period of time I played around with the imagery and thought about how I was going to exhibit this in a sophisticated manor to fulfil its potential and ideas.

Another idea I had was how we can measure time using materials. I thought about paint drips and timing and how this could potential represent time too, further down the hall way will be a large colourful wheel and although this may seem just a pretty painting it's actually a clock, I cleverly timed my spray can vertically down the circle for every second of the clock, the choice of colours helped me create the illusion that things might not seem what they appear, and to look closer.

My project title is Biomimicry, Nature and Future Design. The project I am doing is on a conceptual future where humans can use nature to further their goals and create a greener world. This starts with biomimicry (using natures design) and creating more environment and people friendly lifestyles. I want to make this idea sketchy, technical and rendered.

My influences are my 5+5, biomimicry, rendering programs (such as 3DsMax) and Architectural concepts. I have researched into some artists but it was mainly about individual processes and work and less about them as a whole. I have looked at artists who work in realistic renders and will reference them in the project and develop on this. I have also started exploring different subjects within the main idea and will create a list of many factors that this will effect and try to full explore the impact of this conceptual future. I aim to use 3DsMax, Sketch up, Photoshop, Sketching Pads, long paper, mix media, pencil, fake moss and wood in my project with a focus on the constructural side of it.

My aim for this project was to produce a body of work inspired by the inhuman acts that African Americans have faced in America and being viewed as second class citizens, my aim for this project was to produce work using various medias that I have learned and skills that I have acquired. My main concept was inspired by the Oscars and diversity between blacks and whites and that concept made me focus on the general diversity in America such exploring the theme Black Lives matter, and the inhumane acts that have been inflicted on African Americans e.g. police brutality, slavery, and the treatment that African Americans endured after the civil war. Additionally to get a better understanding of why African Americans are being considered as second class citizens I explored how the movement started going back to the slave trade, I explored why the slave trade came to place, what were the benefits of the slave trade, and the consequences of this inhumane act. Moreover I then widened my ideas into slavery in America what happened to the slaves whilst the they arrived in America, what were the day to day experiences they faced as slaves and what were the consequences of not abiding to the rules as a slave, I then got the idea of developing my concept a little further and looking in to the one of the most overused words in the dictionary "N*gger". Looking into this word I wanted to find out where it came from and what was is real meaning and why African Americans are still using it till today.

"AN ARTISTS DUTY AS FAR AS IM CONCERNED, IS TO REFLECT THE TIMES"- NINA SIMONE this quote inspired me to work with a theme that will benefit a race weather that's starting a debate that will lead to change, or start a movement that will also lead to equality and change. My aim was to question why this evil and inhumane act started, what were the benefits of the oppressors, what were the consequences and damages to the African race, additionally I also used the same questions when I explore other genres of this act, such as the 400 years of slavery, modern slavery, police brutality and diversity in America in particularly the Oscar awards.

My plan with this project was to be open minded and explore samples, medias, and techniques that are out of my comfort zone and use visuals that will trigger emotion, anger and debate, this means I had to utilize the studio intensively and vividly to produce a high quality outcome. My main aim was to produce three Haute couture gowns to be worn at the Oscars, one inspired by the slave trade, portraying hardship, violence, torture, and evoking emotion weather that's positive or negative,. The second garment was inspired by the slavery in America, what happened to the slaves when they got this foreign land and how they were treated on a day to day basis. Finally the last garment was inspired by the word N*gger, however I explored it real meaning which is royalty, king royalty black ruler. My idea was to create a garment that portrayed royalty, opulence beauty from a word that America used to insult and divide blacks and whites

I critically reviewed my work by utilizing all the art foundation tutors from the start of the project to the end, this helped me challenge myself and the chosen concept, additionally I organised organise review sessions with my peers to pin point the ups and downs of my sketchbooks and whether what I have compiled supports my concept or not. My method of recording my critical response was by recording conversations that I had with my peers and tutors and document the key points of the conversation to indicate that I have had subjective and objective reviews. To assess the success of my final major project I will be making regular comments in my sketchbooks as I go along, whether that's with new ideas that lead me to a final idea or not.

The idea behind my project was to look at the vintage clothing we now wear in the 21st Century. My inspiration was taken when I watch the 90's film 'This Is England' and I noticed that the clothing styles they wear throughout the film is trends which are now making a comeback into the 21st Century.

I began by looking into 'Vintage 'fashion on a whole but then focused in on denim because denim is one item that has never gone out of fashion. What is denim? This was my next step, because back in the 90's denim was worn not only as a style but as work wear as it is a practical material. Denim can be styled in anyway and it can still look good because it has never lost trend. I didn't want to make an my own clothing item because that's not what I am into, I wanted to get clothes from my wardrobe and style then in a way so that when I walk into a shop I am automatically drawn to it. Reusable materials that is what makes vintage items. Style doesn't have to be what is in fashion style is whatever you like and want it to be.

My outcome is not how I planned it but that was just an idea that I had, it was only once I put it all together I realised that that's not how it looked in my head but I kept on trying different angles and places until I got it where I liked it. Everything doesn't go right first time and there's nothing wrong if you have to do it five times until you get it how you want it, as I learnt. Yes there is things I would change and do differently but that I something I can improve on in the future. My mind did get side tracked from looking into vintage fashion because I got denim in my head and got my mind focused on that. Finances were a problem for me during this project but I find ways around it, so I think it worked in my favour because I was then encouraged more to look ingot my wardrobe and clear out any old jeans and denim items I didn't want or need anymore and this all became my reusable and recyclable items.

There's thing I would change but it doesn't mean that I don't like my work it just means that next time I can make it even better.

In my statement of intent my main concern was equality rights for women, and how the treatment of a women can change depending on beliefs or geographical location. However, throughout my FMP my concept has evolved and developed into a fight for equality within both genders.

Throughout my project, personal stories and experiences has been a key influence to my work, as I have been able to understand how gender can affect a quality of life. News reports have also helped me to generate work that has been challenging and comments upon relevant and current events. Sourcing quotes from these reports and experiences I have been able to generate many different samples, from different areas of art and media.

Although I originally started to investigate how religion, culture and theology impacts on women's role in society, my ideas changed after I carried out a survey. The survey was once again away of understanding the opinions of individuals, and their views on gender stereotypes. This was a crucial element within the development of my work as I wanted to ensure the focus of my concept was about gender equality, as well as how women are treated and viewed around the world.

Constant critical assessments and reviewing from the negativities of my work has been imperative in the efficiency of my development. I was able to understand how my project was beginning to stride away from women's rights and gender equality, but through tutorial discussions I was able to refocus my work.
Throughout this project I have understood the significance of critical thinking and gained the ability to present issues and concepts. This has encouraged me to move forward and take risks with outcomes and ideas, which I would have never previously attempted.

This is an installation piece on the materialistic views on household furniture. People desire things that are not necessarily needed. This piece highlights the way that showrooms have influenced the buyer to form a tunnel vision regarding the design of a living space. I have explored into the necessities of a home and looked into how a modern day home is now something of trend rather than something of functionality.

The most popular room for design is the living room. This is a place where homeowners take most pride in the design and a place where people will take time to admire the room. The model above is full of all the things that we would assume to have in a living room. But do we really need all of these things? The model to the side is a reflection on what we really need in a room. 'The room' zine shows a different perspective

on the project. It shows the models in a real life living room and how they would merge into reality. The zine 'Inside' is a collection of images from IKEA to portray the materialistic avenues that the home store industry leads you to. I have created the books to explore further into materialism.

The Caecus tentacles doudecim alien species is only one part of a big project called Ark Project. They are an ultra-development civilization based on sea urchin. The key of this project is show the alien in a scientist a part of the artist way. For that the investigation work about has been an essential in this project to provide the consistence and coherence. The development of this project has moved me out of my trusted zone because I tried to develop a story, made a drawing animation, and explain an alien species by a scientist way. This is the first time that I try to write a story and make big project like this. Two key point of this project are: a story should have all points connected from each other and has tied up loose ends, and the development of design of a creature/character/vehicles has to be based on a previous study.

The Ark Project is a videogame in first person that is about of a sick character who is frozen cryogenically today and he wake up into a spaceship in 3378. Now in 3378, the human civilization fight for survive of the dangers aliens, who invaded Earth decades ago, in a glacial world. The last hope of the civilization is go to the Ark and use its resources and people for fight versus aliens. The Ark Project is a secret experiment where the all government of the Earth created a space ship with resources and cryogenic people to can raise up other civilizations in case that the actual civilization is destroyed.

When I started the project, I wanted to cover all aspects of the project (mission development, timeline from 2016 to 3378, description of aliens and human factions, concept art) to make a videogame proposal. I think this has an error because the project is too massive for one person to make in 8 weeks. I should focus only in one part since the beginning.. I would have liked to include all story in the final work because all world that I have invented is bigger than you can see in the final work. The final work has a positive valuation for two reason for me. First, this was the first time that I made drawing animation only with a carpet and tracing paper. I knew the process but I never put it in practice. I had to repeat many frames, for example, when I made the montage of the rolling part, the ball rolled in the other way so I had to repeat the most part of frames and change the planning of this part. Secondly, I think the election of the format for the alien illustration have been a good decision. It is clear, dynamic, and it has the appearance of a scientist illustration.

This project began a decade ago when I created a story for my cousins. Now, I have an entire future post-apocalyptic world based on the climate change and the alien invasion. My influences are books like "1984" by George Orwell, "Brave new world" by Adolf Huxley; films like "The war of the worlds"," Alien", "Prometheus", "District 9", "The Road", "Terminator Salvation", "Oblivion", "Edge Of Tomorrow", "Sunshine", "Elysium", or "Interstellar"; open videogames like "Fallout", and "Skyrim" by Bethesda Game Studios; and the animation series "Futurama" by Matt Groening.

In my piece I looked at homelessness in the UK and how I has been on the rise in the current years since David Cameron has taken over as our prime minister. I wanted to make people aware of the problem of homelessness in the UK as it has risen by 26% in the past three years. I wanted to reflect this in my piece creating something quite dis pleasing informing the audience of how bad the issue is. I wanted to re-focus on my chosen pathway which is Graphic design and allow myself to explore other ideas and concepts. My initial Idea was to create a piece based around lifestyles and more specifically street lifestyles and the stereotypes in which people are given by being part of a certain street lifestyle. I researched and asked several people about different lifestyles and they assume them people to be like, I then wanted to create several pieces based on them stereotypes and put them in site specific locations for my piece. However after creating small experiments such as stencils based on this idea I decided that I wanted to create an installation instead based on the homelessness lifestyle.

For my FMP my theme was focused on small objects being enlarged in unique and imaginative ways. My inspiration was taken when I was introduced to Claes Oldenburg’s work and how he enlarges everyday objects to practically create a new form. This idea intrigued me and influenced my future work within my project.

I initially focused on small marks and prints from the class tables being a muse for my abstract paintings. I looked at the artist Glenn Brown for inspiration with this as he replicates Frank Auerbach’s thick, textured painting’s by applying thin, swirling brushstrokes which creates the illusion of almost photographically flat surfaces. This research is evident in my painted experiments as I replicated paint marks within my studio and then focused on small areas of those paintings to enlarge again. After a few experiments I decided that I wanted to delve deeper into size and matter and enlarge much smaller items. This is where I had the idea to grow micro-organisms.

I asked 5 classmates to swab their mouths with a cotton bud to collect bacteria for my petri dishes. I also did this with objects I use every day such as my phone and the computer keys from our resource room. After a few weeks the bacteria grew in unusual patterns and colours which provided inspiration for many pieces of work that I created. I took particular interest in the circular shapes the bacteria created of which I imitated in many pieces of work.
For a few experiments I looked to Jacub Hashimotto for inspiration. He uses traditional kite making techniques and forms to construct three dimensional wall works, which are mainly circular. These wall instillations influenced experiments where I hung different textured circles.

During the final group critique feedback really pleased me in that my work compared to planets. This encompassed exactly what I wanted to achieve, creating micro-structures which then can be viewed and interpreted as all-encompassing planets within a solar system. Following the critique I decided to make changes to the lighting effects of my final piece, opting for more subtle effects which made the shadows more prominent and important to the work. This was a great relief to me as I had really struggled with this. To accompany my hanging sculpture I also produced a range of smaller micro inspired pieces, which have been displayed on a light box.

Within my project I questioned the problem with graffiti. Was it location, the lexis or the aesthetics that people disagreed with? I wanted to focus on the way women are spoken/written about, there are many insults referring to women in contrast the amount towards men. The female form is often objectified, I ironically censored images using typically feminine motifs which are seen as feeble but instead used them to empower the women.

Women are treated differently in male orientated environments, which made me look at the male toilets and the derogatory graffiti that appears on the walls. By feminising the male toilets with pattern, fabrics and florals I claimed back the female form.

Do we stereotype people in society? Why? Are we wrong to do this or does it help us navigate around social groups? Is this intrinsic human nature?

I have used these past 8 weeks to create an outcome that portrays the embedded truth that surrounds the gypsy community. I used the gypsy community as the starting point for this project as I felt are an isolated community and society has a polarised viewed on and around their lifestyle. I originally intended to produce work that debates the impact of Gypsies within the wider community, as I have found they are one of the biggest ethnic minority groups in Europe. I initially intended to look into the way fashion in magazines and catwalk couldn't be far from the true gypsy fashion. Throughout my research my attention was turned to the role of Gypsy women, whether they are suppressed, abused, lonely etc. I did this by gathering information and conducting thorough research to ensure I avoided offending viewer. I also look at the history of Gypsies. To my surprise I found gypsy were treated as poorly as the Jewish community during the Holocaust.

My end point is the caravan I have produced that depicts the way gypsy women are 'trapped'. I did this by gathering research from different points in history, for example, Roma Gypsies. This is where my inspiration for the Roma style caravan came from. From the information I gathered I analysed and created an outcome that I feel as the artist best depicts the way an outsider looking in is completely clueless to the brutality that hides within. As I have worked on this project my knowledge of the Gypsy community has develop vastly. My research is what has given me the deep understanding of the outcome. I have gone into this project as a blank canvas. I started with no knowledge other than the stereotypes that surrounded the community. This project has pushed my creative ability further than I have ever pushed it before. As I worked towards creating the outcome using wood as my main material I have had to learn and develop fast. I had no knowledge and skills in working with wood before this project. This has made the project extremely challenging for me as my research and knowledge is now so strong it was vital my outcome matched. I have overcame issues such as cutting the wood incorrectly and having to amend or hide the area.

The starting point for this project came from, seeing a man walking his donkey down Winwick Road in a matching coat. My initial thought was he is a Gypsy, to which I got a response of 'the donkey looks too well to be kept by a Gypsy.' I then felt a slight sense of guilt for my assumption.

On my final piece you will find a door in but you will not find a door out. This is to symbolise the women being able to enter but never leave. I feel the problem behind many gypsy women being trapped doesn't lie within in the community itself, it lies within the barrier between the community and acceptance. If we extend to the community our trust and gain theirs in return, the women will feel secure enough to seek the help needed to 'free' them.

The title of my project is 'Identity' which is a very broad view of the topics I have explored. Looking into what makes who we are and to what extent our genetics define us as individuals, why people wish to change their identity and why criminals are given new identities. I researched and gained knowledge about family heritage and what we gain from our ancestors, looking at individuals stories from past times and how traditions and culture develops. Individual journeys and stories that are carried through generations is something that I have personally experienced from a young age through my grandparents. I think that I had a really strong base of ideas that can have developed into diverse samples and experiments leading up to my final piece. I kept to a textiles based outcome and incorporated some print and surface pattern into my outcomes. Within the pathway stage I gained an understanding for the importance of having a strong concept prior to developing my project. Political fashion was one project where I incorporated sources from the media and current affairs which is something I will take forward into my final project. My concept also has a political message and I looked into a variety of materials expanding my knowledge on non-fibre based and synthetic materials.

My main influence came from hearing stories of a young age from both of my grandparents, learning how both of their upbringings created stories and how times have changed through the way we face everyday life. I am influenced by bringing traditional methods into the present and creating contemporary outcomes. When looking into different relevant artists such as Linda Closh and Lisa Kokin I recognise similarities in their personal influences allowing me to expand my ideas further. My main source of research has come from secondary online influences from artists to exhibitions around the world that aren't accessible and even social media. Collecting stories and photographs as primary sources and using information from strangers could also be interesting and mysterious.

I collected photographs and stories of individual people's lives and use them within drawings and textile stitched outcomes. I also look into manipulating drawings and outcomes through Photoshop and illustrator to gain professional outcomes and look at printing these onto materials such as fabrics, plastics or wood through the heat press or mod-podge.

Throughout the project I have evaluated references and any research I undertook so that I can analyse fully how it has benefitted my project overall.

My project is entitled Perception of Beauty. The concept behind my Final Major Project is essentially society's perception of 'beauty'. According to the world we live in today, a symmetrical face means a more 'beautiful' face. I decided to test this 'fact' by creating my own 'perfect' faces, using Photoshop to edit and manipulate different faces. At the beginning of this project, I looked at a book titled 'Face: The new photographic portrait' by William A Ewing. In this book, there were hundreds of small projects done by different photographers all focused on faces. There were many routes I could have gone down after looking at this book, but I felt that I should stick with symmetry. Starting this project, I was quite new to Photoshop, only knowing the basics. I felt that doing a project based upon using Photoshop would help widen my knowledge and skills in photography. I found it quite difficult at first but stuck with it and I am quite pleased with my outcome. The photographs shown in my exhibition are just a few of the ones I took and edited. I felt that these were my best and looked the most 'real'. My main aim within this project was to create images of people's faces that looked as natural and real as possible but also being symmetrical at the same time. I took time editing each one to get them as perfect as I needed them to be. I tried to make the images so that it wasn't obvious that they had been edited by making slight changes to the imperfections as such as scars and freckles.

My project is titled Abstract Textiles. I have been working towards producing a large scale textile piece. I started the project by researching into different artists who work similarly towards an abstract piece. I also began to focus on different places and from there I created a sample for each which reflected my findings. For example I visited the beach and photographed the different textures, patterns and shapes. I also looked for anything that I could collect and potentially use in my sampling. I then returned to the studio and produced a piece of art that reflected my visit to the beach. I also carried out a similar process for the other areas that I also visited such as the abandoned places and my grandparents' house. Following the samples I developed one further which gave me the starting point for my final outcome ideas.

My final outcomes reflect the diverse range of research that I have carried out around my theme which include, Jill Ricci and Deeann Rieves. From these varied starting points I was able to develop a range of ideas and concepts that explores the idea of Abstract Textiles. Experimenting with a range of different techniques, processes and technology have enabled me to produce a mixed media final outcome, which include layering, collage, and machine embroidery techniques as well as hand manipulated stitching. One particular process that I used a lot of was machine embroidery as I used this to create texture on a number of the hexagons. I also used the zig zag stitch to secure the free hanging hexagons together and the hexagons which built up the wall hanging.

Hexagons were always an important aspect of my work. I did explore other possibilities such as circles and triangles. I did eventually return to using hexagon shapes because I felt that circles and triangles were very basic and easy shapes to tessellate. The advantage of using hexagons was that they are more complex and they also allowed me to explore a more abstract interpretation in my work. I was fascinated by the various tessellation possibilities presented by the overlapping shapes. I felt that the hexagons reflected the more abstract theme of my project. I took inspiration from the work of Jill Ricci who works in an origami style reflecting on the Japanese culture and styles within. I started with the hexagon shape because they were an easy and fast shape to initially manipulate with paper.

My Project Entitled Prior and Subsequent focus' on the before and after effects that disasters have on us and our environment, shows how we affect our environment and how if a disaster were to happen it would affect us, and then in turn how the environment and how our way of living has been altered.

I began my project by looking at the work of 'John Walters' who created images depicting a 20 year change in famous cities around Europe which inspired me to create images depicting the aftermath of a disaster that has taken place in my own town 'Warrington', and places around me which relate to me and my peers such as 'Liverpool' and 'Manchester' as I wanted my images to have gravity and relevance. I went out and collected primary images from all 3 locations and then picked three photographs from my contact sheet which I will manipulate and showcase showing the before photo and after photo which will be manipulated to show the effects of a disaster and

how our environment has changed from the before photo. Before I began to create these images I researched into The French Revolution, Ukraine riots and the individual's appearance whom were involved, The UK Riots and the Fukushima Disaster. I researched into these places because they are all events that relate to my concept. I began designs for Barricades and the look of them inspired by the French revolution, Ukraine riots and the UK riots. I began designs for the police and rioters in my concept and how they would look by looking at the Ukraine riots and the UK riots. After researching and creating them and what I wanted my images to look like and how I would shape them and create them based on my design and using them like a blueprint I then moved onto creating the story of what's happened in my Photographs. I based the story around unmarked police convoys which are carrying very harmful and toxic bio-chemicals and targeted and hit by a terrorist organisation leaking the bio-hazard into our cities and towns which is the green

thick fog you can see descending over the area like a blanket. I looked at the top ten viruses known to man as I was creating and making a new virus for my concept and wanted to understand how viruses affect humans, the symptom and how we deal with it and try to control them in order to beat them. I created my own symptom diagram and map showing the scale that my bio-hazard has had on the people of Britain this was all influenced from my research on Ebola and the top ten viruses know to man.

As a result of the bio-chemical being released Warrington, Manchester and Liverpool these areas are not inhabitable and are restricted to everyone as the chemical is lethal to humans. We cannot move or get rid of the bio-chemical in the air we can only contain it from spreading by making these areas restricted, any exposed buildings and streets in these areas have been contained.

From my statement of intent I had noted that I had recently came across the meaning of 'serendipity' and this was something that I wanted to explore further and in great depth. Broken down serendipity is the result of 'happy accidents' and letting go of all control. Personally at first I was quite optimistic and almost quite anxious about the whole theory as for it to be successful and truthful I would have to give up practically all control of my work. This meant I wouldn't have control of a specific colour pallet throughout my developments and final outcomes, accept that a lot of my practical work probably would not finish to my expectations and also allow room for failure.

One way to fully commit to the whole serendipity theory was to allow nature to develop and create my work for me. One way I did this was firstly by creating and experimenting with a large number of natural dyes from fruits (strawberries, black berries and grapefruit) and vegetables (red onion skins, beetroot and red cabbage) to expressing the colour pigments from flower petals and the natural development of rust.

Beginning to experiment with natural dyes, flower pressing, rust and mould I began to create a large number of successful sample swatches. My confidence with the serendipity theory began to bloom at this stage as every experiment I began

seemed to be classed as a 'successful happy accident' and I enjoyed noting down my experiences and creations. Following these natural dyes I began to look for other ways to dye fabrics from natural sources and sourced inspiration from Cara Marie Piazza and Donna Kallner who both specialise in natural dying.

Overall I'm really pleased with the way my Final Major Project turned out, as due to chance it could have either gone really badly or been successful and I believe it has turned out successful. This brief has been a continuous learning curve for me due to the nature of allowing serendipity take over control.

"There is a perceived limit to a female's career and they cannot progress yet see male colleagues progressing into jobs and salaries that are not achievable for them". '33% less' is the title of my project. My theme focuses on inequality in the work place between men and women. Initially I wanted this theme to be a starting point for my project, however this has become the main theme for my FMP. Multiple artists such as Barbara Krugar, Susan Stockwell and Lauren Dicioccio have influenced my work.

Throughout my project I have experimented with a lot of different media to portray the issues I am raising during my FMP. Firstly I worked with glass and money to portray 'the glass ceiling' effect which women are faced within the workplace. I looked at using the 1p as a representation of salary in this piece and it also carried through in some of my other experiments. By looking at artists such as Jenny Holzer and Barbara Krugar I then experimented with using text in my work, by gathering my own information on people's views and knowledge of 'the glass ceiling' term, through a survey, which I then turned into a sample by laser cutting text into perspex and putting it into the ceiling to give the glass ceiling effect. After developing and experimenting with more samples, I then decided to use a different media, of video. By using male and female actors and filming them talking about peoples glass ceiling views from my survey and using this to make a video piece, was something I haven't experimented with before however something I really enjoyed.

Underlining these developments, I constantly referred back to using money as a symbol in my work. I started to research more into statistics of the gender pay gap in the UK, and with the shocking statistics I wanted to use this information and portray this in my work. As men and women's pay gap increases year on year, I wanted to use money as a symbol to show this and I think after experimenting with different media, techniques and materials it has allowed me to narrow down my chosen symbol for my exhibition. The combination of money and time is the key idea in my exhibition, my embroidered money shows men and women's difference in pay, as I stitched for the length of time for men and women to earn this amount of money. I have also used scales to show this, using average male and female earning in a day.

Self-reflection through journal work and regular tutorials and critiques with peers and tutors was imperative in my work, as it allowed me to adapt my ideas and regularly evaluate. From my final group critique I have found one of the most mentioned comments was that I had a very strong concept and came across in the simplicity of my work, this is something I was very pleased with as this is what I wanted my work to be about.

My starting point for this project was advertising places that mean something to me, reinventing them as luxury getaways. At the end of the project I can see from my zines that rather than reinventing Liverpool, Warrington and Manchester I've glorified the culture that already exists. The numbers on the zine covers represent the area code phone numbers for the three districts. My own experiences with these places are documented in the middle page of my zines. The Liverpool zine, 015, symbolises my heritage because my Dad's side of my family is from Merseyside. In other words it shows my past. Then my next zine, 019, represents my current situation of growing up, working and studying in Warrington. My final zine, 016, signifies plans for my future as I'm planning on studying Graphic Design at Salford University and living in Greater Manchester. The zines also go from
Liverpool on the left to Warrington and Manchester
on the right because it relates geographically to the

arrangement of the cities. As a way of showing my knowledge of famous authors/musicians who lived and worked in the three vicinities I included quotes from their work that has inspired me. I allowed historic and contemporary artists to influence my zine pages both visually and conceptually. Giacomo Costa and DavidHockney are the main inspirations behind my architectural image manipulation. A lot of my zine work was hand edited. Mainly rips were used to add a rougher texture to contrast to the clean Photoshop edits. The ripping of my pieces relates to Rotella's collages which played a significant role in my own image alteration style. An important concept for my zines was the ideology behind Basquiat's poverty vs wealth artwork. Especially in my 019 zine
a clear divide can be seen in due to financial background correlating with the standard of housing through the districts of Warrington. Each zine included a study in to the negative impact of social

media, it brings up another talking point in my work and makes you reflect on your own actions online. Covetous, pretension and subjugation are the three areas I aimed to address through illustrations which depict what I have seen on social media many times. I aimed for the illustrations to be light hearted, satire they relate to Shrigleys style of work which I have researched in previous projects. From my final group critical assessment it got suggested to me that I should have used stencils for a neater illustrations. I agree with this criticism because I think the illustrations could look a lot tidier. However I got really positive feedback from my peers about my t shirts and look book /photo album. The t shirts and look book/photo album are another format I selected to show off the spirit of these places. My abilities as a graphic designer have excelled massively over this past year and notably over this final major project.

My project started off by the idea of what makes art, art? What is classed as art and what art is? The abstract expressionism movement and the artists such as Marcel Duchamp and Robert Rauschenberg influenced me throughout the first stages of my project, due to their artwork challenging the boundaries of art. I feel as if the project 5+5 really inspired and directed me into this theme for my FMP, as most of my final outcomes within 5+5 challenged the limitations of what art can be. One of my first experimental outcomes were my "invisible" white paintings which directly challenged the quote from the definition of art, "typically in a visual form". With the title 'What is art?' due to it being so broad and dynamic, it allowed me to be highly experimental which I enjoyed fully because it engaged me to produce many different experiments before committing to a final idea. One of my main experimental outcomes was my ash paintings, where I investigated into recreated a painting made from an already burnt and destroyed painting. As I enjoyed and like how the ash painting turned out, I decided to expand and develop on the idea of destroying and recreating artwork for my final outcome. Throughout the final outcome stage of the FMP, my ideas had to be changed or modified many of times due to the idea not being strong and striking enough for the exhibition or because of the time scale being limited. My two final pieces were a wall installation and a log floor piece, the most time consuming part of the outcome for me was the match-stick, which I had to carefully made rows of matches which would then be placed on the wood molecule shape to be burnt. The wood molecule was highly used in with my final outcomes, which was influenced by my ash painting experiment where I used the wood molecule structure shape as imagery for the painting. I felt like the wood molecule shape was very important to my exhibition, due to wood being the chosen material for both my outcomes, it was almost as if I was putting wood (the molecule) on to the wood (material). Inside the outcome stage, the two artists Cornelia Park, David Nash and Cai Guo-Giang have all influenced my final ideas and designs, because of their work being so closely links to mine due to their used of destruction and recreation.

After looking back at my project overall, I have noticed that I have moved away from the theme/title as the project has progressed. Due to me being able to come up with many different experiments within the first stages of the project, my ideas have expanded my project so far from the title that is almost has no relation at all. But now that I realise this, I almost see the title/theme 'What Is Art?' being a strong starting point for me to extend upon, which could have taken my final outcomes many of different ways.

Throughout this project I have create a link between the physical and the virtual world. With the new trend of virtual reality coming to the scene of games design I wanted to look at another way I can cross the border between the virtual world and the physical world. This will be done by moving away from the screen strapped on to the face, which can become uncomfortable when being used for long periods. I originally looked at animating small pixels onto blocks that were drilled onto the wall, this transpired into more complicated animations that made the pixel seem more life-like and that the real world was effecting the cube as it moved around the scene.

My research took me through many different artists and techniques that would help me through the project. I mainly researched the artist Damien Hurst and Invader both would fit in with my pieces and wat I would complete for the final outcome. For Damien Hurst's piece Medicine cabinet was my main inspiration for the final piece as I wanted to create a similar setting for a character to run over and

interact with. Invader's work was a big inspiration as I wanted to work with a simplified art style. Looking at these artists gave me the basis of what I wanted to create for my final major piece, although it has changed quiet significantly now this is where I started.

My original idea was to have a Doctor character running over medicine boxes and bottles, fighting off deadly viruses that plagued the world around him. I did not have the resources to complete this so I moved over to using a Robot character chase a computer virus around computer components, both of these ideas worked well on paper but it was the Robot environment idea that took hold and I was able to run with it to finish my piece. I liked the idea of having an environment that moved and light up as well as the character running around them moving other objects. This is something that I achieved in my piece as we wired some of the fans up to spin as the game is being played.

Looking back through this project I could I have done a lot more to make the game more playable and exciting, I wanted to give the piece an objective to make it more of a game, as it stands I have a piece that is interactive but does not have a proper purpose as of yet. Although I did not achieve as much as I would have liked I do think that the piece stands up to my statement of intent very well. I did achieve an interactive piece that is projected into a space and can be played by anyone looking at the wall. I would have like to make it so there is an objective, like bouncing the virus into a certain area of the space would destroy it and a new one would spawn, giving the player a score, adding a timer to the game would give a sense of urgency making the task of getting as big a score of possible more challenging.

For my Final Major Project, I wanted to highlight issues with surveillance and privacy. This topic has started to appear in mainstream media recently (with high profile cases involving the NSA, FBI, etc.) exposing how much power the government has over regular citizens. Despite the coverage it has been getting, so many people are still oblivious, uneducated or simply ignorant towards this topic. I want to change this by educating people and making them aware that surveillance does exist and it affects everyone, especially in today's digital age. Surveillance is inevitable and I don't think we will ever be able to reverse it not, however having knowledge on this topic is important for people's own safety.

Later on in the project, I discovered Ryoichi Kurokawa's audio-visual work during a college trip to Liverpool during Liverpool Light Night. He incorporates synaesthesia as a core piece of a lot of his work – synaesthesia is a neurological phenomenon in which stimulation of one sensory or cognitive pathway leads to automatic, involuntary experiences in a second sensory or cognitive pathway. A well combined audio-visual work can make the audience feel calm, relaxed, eerie, uncomfortable, etc. depending on the artist's intent. I took inspiration from Kurokawa's synesthetic audio-visual work and created a video where the audio plays quite an essential part in the whole piece.

My final piece was greatly inspired by George Orwell's '1984', a dystopian fictional novel set in a totalitarian government that's constantly being surveyed by 'Big Brother'. I created a video that used CCTV footage to spell out 'We Are Watching You' to represent citizens fighting back against the government and trying to take back and gain control over their own privacy once again. The quote was inspired by 'Big Brother Is Watching You' which is a quote that recurs several times throughout Orwell's '1984'. I used a segment from a '1984' audio book where they chant "Down with Big Brother" as the sound that plays through my piece. I have repeated this, slowly increasing the volume each time to almost create a crescendo, not only to imitate the environment of '1984' where the citizens are pretty much brainwashed, but also to build an eerie and intense atmosphere and make the listener feel uncomfortable and uneasy.

My project is entitled 'ways of seeing' and it is an interactive piece of work that was created through experimentation of looking at how people acquire, see and understand language around them. My work is interactive in this sense, I wanted to create a piece inspired by word searches and puzzles this is why each section can be layered in order to create the phrases in your desired language or understanding.

I wanted to focus on two languages, English, my birth language, and Dutch, my second language, as learning a language I feel is like a puzzle, you have to work around the complicated aspects in order to understand and grasp it, just like putting pieces together within a puzzle. Language is constantly changing and influences the world around us, it can inspire literature or the arts, and give people the accessibility to open new pathways and opportunities, as this poignant quote from the psycholinguist Frank Smith, reminds us, "One

language sets you in a corridor for life. Two languages open every door along the way." Linguistics is the study of language and to me this is fundamental in our ever changing world where monolinguism threatens us, to prevent this study and interest in languages is a necessity to me; this is why I wanted to create work based on the study of language, as it is then personal to me and throughout the layered puzzle it maps the languages, as without language there is no basis for communication.

When first starting my final major project I had the idea of using the 5 senses and creating a whole theme around people's thoughts and feelings when encountering different textures and aesthetics. I stopped this idea after finding out that I couldn't really take it anywhere. Instead I have looked at how our brains store and receive memories that we have had. I have done research on philosophy and studied theories of how we store and retrieve certain memories when confronted by different atmospheres and objects, this links into the 5 senses and how we interact with our surroundings. These senses are a learning experience to us as it lets us remember different textures, tastes, sound etc. one of them main theories I have looked at is the beetle in the box this theory goes on the say that if everyone had a beetle in the box and no one could look inside each other's box then how can your perspective be as equal as there's even though you all have the same beetle in a box. For my photography style I looked at Jodie Blackwell and Nan Goldin these photographers have a very similar style and both have tried to visualise memory in some aspect so I have incorporated some of the style they use into my own work

My show lets the viewer find and/or create their own relationship between the object and the picture, I have left the pictures very vague as I want the viewer to think about the connection between them and come out with their own interruption of the link. I think most galleries have lost this aspect to them as the pictures are straight forward so people don't have to think about what they are looking at, I want to bring some depth back into photography and make people to start thinking about what they are looking at and why. I want people to look at my work and instead of looking at just the picture I want them to look at the item as much or more than the picture as the item has a major part to play in my show.

The need to communicate is inherent and innate in all human beings. I intend to investigate this further in order to show the development of communication and how we as humans rely on it even more in today’s digital society. In the past, communication was mainly face to face and in written form, however with technological advances it has become more digital with us moving towards a faster more frequent style of communication which moves between reality and virtual reality. Within the pathway stage I explored the theme of 'use and reuse' and how we communicate through clothing and across generations, this helped me to decide on a new direction

I would like to investigate the different forms of communication and what this term means to different individual’s dependent on their background, age, gender and social class. Meanwhile investigating the growth of technology, in particular social media, looking at the positives alongside the negatives. The term communication is broad and I will also consider communication between people with disabilities and verbal and non verbal methods of communication including facial expressions and body language. As my work develops I will focus on an area within this to develop a range of purposeful ideas and defined outcomes.

For the start of my research I started by looking a Henri Cartier Bresson's photography he photographs people in their natural environments, and focuses on communication. Another key artists who helped influence myself to source and get ideas was Joseph Beuys Blackboard although his work is dated, I wanted to include in order to show the fast pace digital society that we are in today. The specific location I plan to visit are places that have natural forms of communication parks, restraints, shopping centres. I plan to research a range of different styles of communication then towards the mid- to end stages of the project have clear direction into what form of communication to look at.

A Nirvana is described as a transcendent state in which there is no suffering, desire or sense of self, and throughout this project I have created an environment which represents what I believe to be my Nirvana. I have described this for myself in the creation of a skatepark as it is where I feel most at peace with myself and nothing else matters apart from what I am doing at that very moment.

I decided on this very early in my project as I wanted to make my final major project a personal and meaningful piece. I believe it is important that everyone has somewhere where they believe to be their Nirvana as it helps us to disconnect ourselves from the troubles that we may be feeling it life at times regardless of the severity of them, it is important that everyone can take a step back from life at times and just enjoy what they are doing at that very moment.

This piece contains what I think would be an excellent place for myself to simply disappear from reality and just do what I love to do to my heart's content and hopefully display a message to everyone that it doesn't matter what happens as long as you can do what you love to do. The character and environment I have created are simply representations of a deeper message which I hope everyone can understand and learn from.

I collected influences from skateparks all across the North West which I have visited throughout the time I have been skating and tried to incorporate them into my piece as best as I could on my chosen pathway. However due to this being my first ever attempt at creating a character and environment with game design it may not be entirely apparent in my work but with the knowledge I have developed over the year on foundation with my newly chosen pathway I have done this to the best of my abilities.

The character I didn't have any influence for as I didn't want to give my character any sense of identity and tried to make this apparent in his design, I believed this was an important feature as Nirvana has no sense of self so creating a character with an identity would be contradicting to my message. The only influence I took was at the anatomy of the average human and general skatepark construction. This was important that try and make the environment as believable as possible when building it.

I believe my work presents a message that a lot ignore in our day to day lives which is that we can't always keep putting the things we love off because eventually that chance will disappear and we won't get a redo, live for the moment.

Exploring human behavior and reactions will forever be an ongoing investigation. Why do people act differently to the same thing? Why do different generations see things inversely? Showing the same videos to a range of people throughout my project allowed me to capture how certain emotions and responses were shown from different genders and ages, and briefly start to understand how even similar people can be so unalike.

Looking into documentary photography and cinematography set the foundations for creating my own short video that demonstrates a short variety of emotions from a selected group. Creating contrasts and comparison between the people used became my aim from early on, after seeing alternative responses to the same things. So displaying them next to each other seemed obvious.

In this project I have looked at joining people together and friendships. I made a range of small physical experiments to join people together in a way that they can communicate. I then started to look into friendship and how they change overtime. I found a quote that talks about how each person you meet can change your life and make you Experian the world in a new way almost as if it is band new. This got me thinking about the world and how different people see it and what they would call home. I started to think about different peoples personal experience of homes, most people I know spent most of their time at home on a computer (which is usually in there room). And started to think how I could make something out of that idea. I got an idea from Garry about using something that looks like a molecular structure. I liked the idea but I thought it needed something more. I looked into making it into spires and a platform game. I also look into using my friendship group as an influence to the game, I eventually came up with the ideas to use spires instead of orbs and having each spire as each person.

For my starting point I looked at the first type of phones and cup phones for inspiration, this didn't work at the end and I used it as a bell type thing. My second piece was a combination of a load of small experiments. For that I researched a range of different ways people communicate and I also look at separation, this piece was a wall that had multiple different ways. I liked this outcome but I didn't like making the piece. After that I chose to make it into a game. For this game I worked on a concept about friendships and how people connect/know each other. I wanted to make towers to link to each person and use colour theory.

My FMP (final major project) I made a game. This game is meant to show how people in my friendship group react or know each other. The distance between each tower shows how close each person are at the moment of making the game. I was going to have the player be able to walk on the inside of the tower but I had issues with that so I change it to the outside, this would make the game have a higher risk factor.

I like the outcome and I feel like the game is complex to complete and has some good inspiration into the concept. If I could redo my FMP I would try to put more time into making the game and I would work more on the texture of the tower to make it more refined. In the end I am pleased with the outcome.